A Warhammer 40,000 battle is dominated by weird alien creatures, consecrated armour and futuristic weapons. Crackling power weapons slice through armour, warriors fall prey to bioengineered toxins and maddened fanatics wade through enemy fire, combat drugs leaving them numb to the hurts of battle. That’s a lot of variety for the core game rules to encompass – in fact, it’s too much. That’s why we have universal special rules – uncommon rules to govern uncommon circumstances.
Whenever a creature or weapon has an ability that breaks or bends one of the main game rules, it is represented by a special rule. A special rule might improve a model’s chances of causing damage by granting it poisoned weapons or a boost to its Strength. Conversely, a special rule may improve a model’s survivability by granting it resistance to pain, or the ability to regrow damaged flesh. Special rules allow snipers to target the weak spots of their foes, scouts to range ahead of the army and anti-aircraft guns to blow flyers out of the skies.
What Special Rules Do I Have?
It may seem obvious, but unless stated otherwise, a model does not have a special rule. Most special rules are given to a model by the relevant
Army List Entry or its unit type. That said, a model’s attacks can gain special rules because of the weapon it is using.
Similarly a model might get special rules as the result of
psychic powers, scenario special rules or being hunkered down in a particular type of terrain. Where this is the case, the rule that governs the psychic power, scenario or terrain type in question will make this abundantly clear.
Most of the more commonly used special rules in Warhammer 40,000 are listed here, but this is by no means an exhaustive list. Many troops have their own unique abilities, which are laid out in their codex or Army List Entry.
For ease of consultation, we’ve presented the special rules in alphabetical order.
A Compendium of Special Rules
Some of the special rules you’ll encounter in this section have already been mentioned in earlier passages of this book, others you’ve yet to encounter at all. We’ve presented them all in a single section to make your life easier when trying to track down the effect of a particular special rule.
Special rules are so important that many of the other rules in this tome (particularly those for weapons and for troop types) are tied into the special rules given here. If you’re new to the game, you can cheerfully ignore this section until you’ve got the basic rules under your belt – you can always dip back in as and when you need to.
Unless specifically stated, a model cannot gain the benefit of a special rule more than once. However, the effects of multiple different special rules are cumulative.
These warriors have superhuman senses, able to track a foe through all manner of terrain – such skills are invaluable when setting up an ambush. |
If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to
Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.
So strong of mind is this warrior that foul sorcery has little grasp upon him. |
A unit that contains at least one model with this special rule receives a +1 bonus to
Deny the Witch tests.
And They Shall Know No Fear
Some warriors refuse to surrender, fighting on whatever the odds. |
A unit that contains at least one model with this special rule automatically passes
Fear and
Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or
Run) and
declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a
Sweeping Advance, they are not destroyed, but remain
locked in combat instead.
This vehicle is specifically designed to disgorge troops into the thick of the fray. |
Passengers
disembarking from
Access Points on a
vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle
arrived from Reserve that turn.
This weapon has been crafted with one aim in mind: to pierce the hides of armoured vehicles. |
If a model has this special rule, or is attacking with a
Melee weapon that has this special rule, it rolls an additional D6 for
armour penetration in close combat.
If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for
armour penetration. In either case, this special rule has no effect against non-vehicle models.
Barrage weapons lob shells high into the air, landing them in the midst of the foe. |
All Barrage weapons use
blast markers and consequently use the rules for
Blast weapons, as indicated by their profile, with the following exceptions:
- Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their minimum range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its minimum range.
- To determine whether a unit wounded by a Barrage weapon is allowed a cover save, and when determining Wound allocation, always assume the shot is coming from the centre of the blast marker, instead of from the firing model. Hits against vehicles are always resolved against their side armour.
Barrages and Scatter |
The original marker (A) scores a Hit! and does not scatter, while arrows are rolled for the second (B), and third (C) markers, which are placed accordingly. The number of hits scored is worked out separately for each marker, and in this case, the volley scores a total of nine hits on the unit! If, for example, a Hit! had been rolled for the third marker instead, the player could have placed it anywhere in contact with or over markers A and B. |
If a unit fires more than one shot with the
Barrage special rule, they fire together, as follows:
- The Barrage weapon closest to the target unit fires first. Place the blast marker over the target, then roll for scatter as described earlier.
- Once the first marker is placed, roll a scatter dice for each other Barrage weapon shot fired by the unit. If an arrow is rolled, place the marker in the direction indicated so that it is next to and touching the edge of the first marker placed (see diagram above).
- If a Hit! is rolled, the firing player places the marker so that it touches any part of any marker in the group that has already been placed. Note that it is perfectly fine if some markers are placed overlapping one another (including being directly over the top of a previous marker).
- Once all of the markers are in place, add up the number of hits and roll To Wound for these hits. To determine Wound allocation and cover saves, always assume the shot is coming from the centre of the first blast marker that was placed in the Multiple Barrage.
An Apocalyptic Barrage follows all of the rules for a
Barrage weapon, but uses the clover-shaped apocalyptic barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for
scatter in the same way you would for a
Blast. If the marker scatters, be careful to maintain the same orientation as you move it.
Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘
Heavy 4,
Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the apocalyptic barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a
Multiple Barrage, as if each were a
Barrage attack that had landed on that circle and hit all the models underneath it. To determine
Wound allocation and
cover saves, always assume the shot is coming from the centre of the entire apocalyptic barrage marker.
Apocalyptic Barrage Marker |
In this example, a Heavy 4 weapon with the Apocalyptic Barrage special rule is fired. The centre of the apocalyptic barrage marker is placed over the target model and rotated by the firing player until he is happy with its position. The barrage marker then scatters 8" to the right – the player is careful to maintain the template’s orientation as he moves it. Once the final position is determined, four dice are rolled to determine where the strikes land, and the results are 2, 3, 3 and 6. The circles 2 and 5-6 are hit once each, and the circle 3 is hit twice. This results in a total of 12 hits. Wounds are allocated from the centre of the apocalyptic barrage marker (the centre of circle 5-6). |
Blast weapons fire shells, missiles or packets of energy that explode on impact. |
When firing a Blast weapon, models do not
roll To Hit. Instead, just pick one enemy model visible to the firer and place the 3"
blast marker with its hole entirely over the base of the target model (see diagram), or its hull if the target is a vehicle. The hole at the centre of the marker must be within the weapon’s maximum range. You cannot place the blast marker so that the base or hull of any friendly model is even partially under it.
The large area affected by the blast means it’s going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the blast marker to
scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s maximum or minimum range and
line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models
locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table’s edge, the shot is a complete miss and is discarded.
Once the final position of the blast marker has been determined, take a good look at it from above – each unit suffers one hit for each of their models which is fully or partially beneath the blast marker, even if those models are not within the firer’s line of sight.
Once the number of hits inflicted on the unit has been worked out,
roll To Wound and save as normal. Remember that any Wounds inflicted by weapons with the Blast special rule must be allocated to the closest model in the target unit even if it is
out of sight of any models from the attacking unit.
Blasts & Scatter |
A Space Marine (BS4) fires a frag missile and rolls an arrow on the scatter dice. The 2D6 result is a 7, so the blast is moved 3" (7 minus 4) in the direction indicated by the arrow. Two Orks are fully or partially under the final position of the blast marker and, therefore, the unit of Orks suffers two hits from the frag missile. |
If a unit is firing more than one shot with the
Blast special rule,
scatter each shot, one at a time, as described above and determine how many hits are scored with each individual
blast marker. After the last shot, add up the total number of hits scored and roll all of the
To Wound rolls as normal.
Blast Weapons and Re-rolls
If a model has the ability to re-roll its
rolls To Hit and chooses to do so after firing a
Blast weapon, the player must re-roll both the
scatter dice and the 2D6.
Blast Weapons and Snap Shots
Blast weapons cannot be fired as
Snap Shots.
Large Blast weapons use the 5"
blast marker, but otherwise obey all the rules for
Blast weapons.
Massive Blast weapons use the 7"
blast marker, but otherwise obey all the rules for
Blast weapons.
Apocalyptic Blast weapons use the 10"
blast marker, but otherwise obey all the rules for
Blast weapons.
Apocalyptic Mega-blast (5"/7"/10")
Apocalyptic Mega-blast weapons use the
apocalyptic blast marker. They obey the rules for
Blast weapons, with the following exceptions:
- Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the apocalyptic blast marker is divided into three zones, as shown in the diagram to the far right, one for each Strength and AP value.
- The Strength and AP of any hits depends on the zone where the target model is located. The first Strength and AP value are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has models in several zones, work out the hits inflicted for each zone separately. Note that there will be a different Wound pool for each zone.
For example, an Aquila macro-cannon firing a quake shell has the Apocalyptic Mega-blast special rule, a Strength of 10/7/5 and an AP value of 1/4/6. The Strength and AP values for the three zones are therefore:Zone | S | AP | Inner | 10 | 1 | Middle | 7 | 4 | Outer | 5 | 6 |
|
A unit with 3 models in the inner zone and 5 models in the middle zone would suffer 3 Strength 10 AP1 hits, and 5 Strength 7 AP4 hits.- To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a cover save, and when determining Wound allocation, always assume the shot is coming from the centre of the apocalyptic blast marker, instead of from the firing model.
- Hits from Apocalyptic Mega-blast weapons made against vehicles are always resolved against their side armour.
Q: | Do blast weapons, regardless of size or type, now hit all models at all height levels under the template? And if so, is intervening terrain (such as bridges or floors) ignored when determining how many hits are caused? |
A: | A blast marker or template affects all models underneath it, including those on different levels of a piece of scenery. (Designer’s Note: Earlier versions of this rule restricted the effect of blast markers and templates to models on ‘a single level’ of scenery. This created problems with scenery that didn’t have strictly definable ‘levels’ and we decided on this change for simplicity. In addition, we feel the rules now better reflect the explosions being three-dimensional (i.e. spherical and not circular) as well as better representing the deadliness of weapons such a flamers when used in confined spaces.) |
Q: | In the case of a template weapon that fires two or more times (such as the Blood Angels’ frag cannon), do they still only inflict D3 hits when firing Overwatch, or D3 hits per number of shots in the weapon profile? |
A: | Always D3 regardless of the weapon’s profile. |
Q: | Does the ability to re-roll 1s allow you to re-roll scatter dice? |
A: | No. |
Q: | Twin-linked multiple barrage units. Can the drift for every shot after the first (the shots that use the drift dice but not the 2D6) be re-rolled? |
A: | Yes. |
Q: | If a unit has multiple template weapons with different names (e.g. a flamer and a heavy flamer), are To Hit rolls made, To Wound rolls made, and Wounds resolved for each named weapon before moving on to the next named weapon? |
A: | Yes. |
Q: | Regarding Barrage weapons and vehicles – how do you determine which side is hit? |
A: | Assume the shot is coming from the centre of the blast marker and hits the nearest side. |
This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments. |
Any unit hit by one or more models or weapons with this special rule must take an
Initiative test at the end of the current phase. If the test is passed, all is well – a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an
Initiative characteristic (for example, non-Walker
vehicles,
buildings etc.) is unaffected by this special rule.
Brotherhood of Psykers/Sorcerers
Some highly-trained psykers act in groups, focussing on a single goal. Few can resist such mighty minds working in concert. |
A unit containing at least one model with this special rule is a
Psyker unit – if no
Mastery Level is shown, then that unit has a Mastery Level of 1. Rules for
generating and
manifesting psychic powers can be found in the
Psychic phase section. The unit follows all the normal rules for Psykers, with the following clarifications:
- When manifesting a psychic power, this unit measures range and line of sight from, and uses the characteristics profile (if required) of, any one model in the unit that has the Brotherhood of Psykers/Sorcerers special rule (controlling player’s choice).
- If this unit suffers Perils of the Warp, or is hit by an attack that specifically targets Psykers, the hits are Randomly Allocated amongst models with the Brotherhood of Psykers/Sorcerers special rule. If a model with this special rule gains or loses a psychic power, all other models with this special rule in their unit also gain or lose that power.
This creature is so massive it takes up an inordinate amount of space in any vehicle or building it enters. |
Bulky models count as two models for the purposes of
Transport Capacity.
Very Bulky models instead count as three models.
Extremely Bulky models instead count as five models.
Some weapons are designed to leave any foe that manages to survives their strike disoriented and easy to slay. |
A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following
Assault phase.
Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy. |
If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-attack special rule in the unit gets +1 Attack until the end of the phase.
If, when charged, the unit was already
locked in combat, the Counter-attack special rule has no effect.
Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. |
A unit that contains at least one model with this special rule rolls an extra dice when making
Run moves, and uses the highest result rolled. In addition, a unit that contains at least one model with this special rule adds D3 to its
Sweeping Advance totals (roll each time).
The creatures of the Warp are many and foul, with infinite variety, but there are some characteristics that they all share. |
Models with the Daemon special rule have a 5+
invulnerable save, and also have the
Fear special rule.
Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting. |
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in
Reserve. When placing the unit in Reserve, you must tell your opponent that it will be
arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike.
Roll for the arrival of all
Deep Striking units as specified in the rules for
Reserves and then deploy them as follows:
- First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model’s final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing – it must continue to face the same direction as it did before you rolled for scatter.
- Next, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the first model and begin to form a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.
- Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.
In the
Movement phase during which they arrive, Deep Striking units may not move any further, other than to
disembark from a Deep Striking
Transport vehicle if they are in one.
Units Deep Striking into
ruins are placed on the ground floor. Deep Striking units count non-ruined
buildings (except for their
battlements) as
impassable terrain.
In that turn’s
Shooting phase, these units can fire (or
Run,
Turbo-boost or move
Flat Out) as normal, and count as having moved in the previous Movement phase.
Vehicles, except for
Walkers, count as having moved at
Combat Speed (even
Immobilised vehicles). This can affect the
number of weapons they can fire with their full Ballistic Skill.
In that turn’s
Assault phase, however, these units cannot charge. This also applies to units that have disembarked from
Transports that arrived by Deep Strike that turn.
Deep Strike and Transports
Units do not confer the
Deep Strike special rule onto a
Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not.
Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed, because at least one model would land partially or fully off the table, in
impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The
controlling player must roll on the Deep Strike Mishap table (below) and apply the results. If the unfortunate unit is also a
Transport, the Deep Strike Mishap result applies to both the unit and anything embarked within it.
Deep Strike Mishap Table |
D6 | Effect | 1 | Terrible Accident! Teleporting units are lost in the Warp, deep striking jump units are shot down, or some other suitably dramatic event occurs. The entire unit is destroyed! | 2-3 | Misplaced. The coordinates were inaccurate or the enemy has jammed your instruments. Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, but without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal. | 4-6 | Delayed. Because of mechanical failure or enemy action, the reinforcements are delayed. The unit is placed in Ongoing Reserves. |
|
Also known as Titan-killers, destroyer weapons deliver horrifying amounts of damage. |
If a weapon has a
D instead of a Strength value in its profile, it is a Destroyer weapon. To resolve a Destroyer weapon’s attack,
roll To Hit as you would for a standard attack. If the attack hits, roll on the table below instead of
rolling To Wound or for
armour penetration. Most Destroyer Weapons have AP1 or AP2, so
armour saves are not typically allowed.
Cover saves and
invulnerable saves can be taken against hits from a Destroyer weapon as normal, unless a
Devastating Hit or
Deathblow result is rolled. For the purposes of determining if a Destroyer hit has the
Instant Death special rule, assume it has Strength 10. Multiple Wounds/Hull Points inflicted by a Destroyer hit do not carry over to other models in the unit (any excess are lost).
Destroyer Weapon Attack Table |
D6 | Vehicle or Building | Non-vehicle | 1 | Lucky Escape: The model is unharmed. | Lucky Escape: The model is unharmed. | 2-5 | Solid Hit: The model suffers a penetrating hit that causes it to lose D3 Hull Points instead of 1. | Seriously Wounded: The model suffers a hit that wounds automatically and causes it to lose D3 Wounds instead of 1. | 6 | Devastating Hit: The model suffers a penetrating hit that causes it to lose D6+6 Hull Points instead of 1. No saves of any kind are allowed against this hit. | Deathblow: The model suffers a hit that wounds automatically and causes it to lose D6+6 Wounds instead of 1. No saves of any kind are allowed against this hit. |
|
Q: | If a result of 2-5 on the Destroyer weapon attack table inflicts D3 wounds, do these carry over to the unit if they overkill the model? |
A: | No. |
Q: | If a model is hit by a Destroyer weapon and takes a Seriously Wounded result for, say, 3 Wounds, how many cover/invulnerable saves does it take? |
A: | 1. In your example, if the save roll was failed, the target model would suffer 3 Wounds. |
Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors. |
If a model with this special rule suffers an unsaved Wound from an attack that inflicts
Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Some beings are so monstrous or alien that they can force their foes to recoil in horror. |
At the start of each
Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a
Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Fearless troops never give up and seldom take full use of cover – even if it would be wiser to do so. |
Units containing one or more models with the Fearless special rule automatically pass
Pinning,
Fear,
Regroup tests and
Morale checks, but cannot
Go to Ground and cannot choose to fail a Morale check due to the
Our Weapons Are Useless rule. If a unit has
Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Whether through force of will, bionic augmentation or foul sorcery, this warrior can fight despite fearsome wounds. |
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a
saving throw and so can be used against attacks that state that ‘no saves of any kind are allowed’, for example those inflicted by
Perils of the Warp).
Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the
Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted – treat it as having been saved.
If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. A model’s Feel No Pain roll can never be improved beyond 2+.
Q: | Can Feel No Pain be taken when a rule says no saves may be taken? |
A: | Yes. |
Q: | Does an effect which improves Feel No Pain – such as the Dark Eldar spirit probe – give Feel No Pain to a model or unit which did not previously have it? |
A: | |
Q: | Can a model’s Feel No Pain roll ever reach 1+, and if it can, is 1 still a fail? |
A: | A model’s Feel No Pain roll can never be improved beyond 2+. |
Q: | Do Feel No Pain saves stack? For example if a Painboy (5+) took a cybork body (6+), does it have a 4+ Feel No Pain save, or do you just use the best one? |
A: | Feel No Pain rolls do not stack – you just use the best one (a rule will explicitly state if it improves an existing Feel No Pain roll). |
Q: | Does a wound negated by Feel No Pain count as saved or unsaved for the purposes of wargear that has an effect if a unit suffers an unsaved wound? |
A: | It counts as saved, unless specifically stated otherwise. |
Q: | In some cases I have had vehicle units be granted Feel No Pain. How does Feel No Pain effect vehicles? |
A: | |
Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. |
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining
Run moves and
charge ranges (such as a single D6 from a charge range roll, for example).
Many are the weapons and creatures whose merest caress is fatal. |
If a model has this special rule, or is attacking with a
Melee weapon that has this special rule, they always Wound on a 2+ in close combat.
Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against
vehicles or
buildings.
Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency. |
Any
Psyker that has one or more weapons with this special rule knows the
Force psychic power in addition to any other powers they know:
The Psyker channels his powers through the psi-circuitry of his force weapon, transforming it from a mere physical weapon into one that can rend reality. |
Warp Сharge:
1
Force is a
blessing psychic power that targets the
Psyker and his unit. All of the targets’ weapons that have the
Force special rule gain the
Instant Death special rule until the start of your next
Psychic phase.
Some warriors use the impetus of the charge to fuel their own fury. |
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the
Assault phase. A model that has made a
disordered charge that turn receives no benefit from Furious Charge.
Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of the wielder. |
When firing a weapon that Gets Hot,
roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (
armour or
invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A
character cannot make a
Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A
vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a
glancing hit.
Gets Hot and Weapons that do not roll To Hit
Weapons that do not
roll To Hit (such as
Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon
Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (
armour saves or
invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A
character cannot make a
Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A
vehicle instead suffers a
glancing hit on a further roll of a 1, 2 or 3.
If a model has the ability to re-roll its
rolls To Hit (including because of BS6+ or the
Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll
Gets Hot results of 1 for weapons that do not roll To Hit.
Some weapons crush their enemies within their own armour. |
The roll needed
To Wound when firing a weapon with this special rule is always equal to the
armour save of the target, to a minimum of 6+. For example, when resolving a hit against a model with a 3+ armour save, you would need a 3+ To Wound. When resolving a hit against a
vehicle, roll a D6 for each hit instead of rolling for
armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an
Immobilised result and loses a Hull Point. These weapons have no effect on
buildings.
Q: | How many Hull Points does a vehicle lose when you roll 2 simultaneous sixes when using Graviton weapons? |
A: | It loses 3 Hull Points. |
Q: | How do Graviton weapons work with units with mixed armour saves? |
A: | Use the armour save that is in the majority within the target unit (in the case of a tie, the player whose unit is under attack can choose which is used). |
Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe. |
If a model with this special rule ends its
charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as
Furious Charge,
Rending etc.). This Attack is resolved during the
Fight sub-phase at the
Initiative 10 step, but does not grant the model an additional
Pile In move. If a model with this special rule charges a
Walker, the hit is resolved against the Front Armour Facing unless the Walker is
Immobilised, in which case it is resolved against the Armour Value of the facing the charging model is touching.
If a model with this special rule charges a
building or
vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a
Transport or a
Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.
Hammer of Wrath (for Chariots)
If a
Chariot ends its
charge move in base or hull contact with one or more enemy models, it makes D6 additional attacks that hit automatically and are resolved at Strength 6 AP- (unless otherwise stated). These attacks do not benefit from any of the Chariot’s (or rider’s) special rules (such as
Furious Charge,
Rending etc.). These attacks are resolved during the
Fight sub-phase at the
Initiative 10 step, but does not grant the Chariot an additional
Pile In move at the Initiative 10 step.
If a Chariot charges a
building or a
vehicle that is a
Transport or
Chariot, the Hammer of Wrath hits are resolved against the building or vehicle, not the occupants or rider.
In the far future, hatred is a powerful ally. |
This rule is often presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a
Faction, or a specific unit. For example, Hatred (Orks) means any model with the
Ork Faction, whilst Hatred (Big Meks) means only
Big Meks. A model striking a hated foe in close combat re-rolls all failed
To Hit rolls during the first round of each close combat.
Haywire weapons send out powerful electromagnetic pulses. |
When a weapon with this special rule hits a
vehicle, roll a D6 to determine the effect rather than rolling for
armour penetration normally:
Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. |
A unit that contains at least one model with this special rule that is
locked in combat can choose to leave close combat at the end of any
Assault phase. If the unit wishes to do so, it must take an
Initiative test.
If the test is failed, nothing happens and the models remain locked in the fight.
If the test is passed, choose a direction – then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No
Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately
Consolidate D6".
A Hit & Run move is not slowed by
difficult terrain, but takes
Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage,
roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it
Consolidates instead.
This weapon fires ammunition that cheats an enemy of his shelter. |
Cover saves cannot be taken against Wounds,
glancing hits or
penetrating hits caused by weapons with the Ignores Cover special rule.
Mighty heroes go where they are needed, charging at the forefront of the most vital charges and leading their troops to victory. |
Independent Characters can join other units. They cannot, however, join units that contain
vehicles or
Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit!
Joining and Leaving a Unit
An
Independent Character can begin the game already with a unit, either by being deployed in
unit coherency with it or, if the unit is in
Reserve, by you informing your opponent of which unit it has joined.
In order to join a unit, an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their
Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase – once shots are fired or charges are declared, it is too late to join in or duck out!
An Independent Character cannot leave a unit while either he or the unit is in
Reserves,
locked in combat,
Falling Back or has
Gone to Ground. He cannot join a unit that is in Reserves, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.
While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for
characters.
Independent Characters pass
Look Out, Sir rolls on a 2+.
A unit that contains one or more
Independent Characters does not need a double 1 to
Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.
When an
Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the
Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.
Independent Characters and Infiltrate
An
Independent Character without the
Infiltrate special rule cannot join a unit of Infiltrators during
deployment, and vice versa.
Independent Characters and Ongoing Effects
Sometimes, a unit that an
Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the
Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly.
For example, Farseer Mehiledrin and his unit of Eldar Guardians are set ablaze by a weapon with the Soul Blaze special rule. If Mehiledrin leaves the unit, both he and the Guardians will still be ablaze and the ongoing effects of the Soul Blaze rule must be resolved separately.Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.
For example, Crimson Fists Tactical Squad Hemanez is suffering the effects of the Blind special rule. If Captain Cruiz joins the unit, he does not suffer the results of the Blind special rule as he was not there when it happened!
Q: | Infiltrate rules state that an Independent Character without Infiltrate cannot join a squad of Infiltrators. Does this mean a squad that is actively Infiltrating or just any unit that has the Infiltrate rule? This matters for things like Outflank (granted freely by the Infiltrate rule) and Infiltrate units that have Deep Strike. |
A: | |
Q: | Can a unit ever attack a model in a challenge? |
A: | Yes, but only after all other enemy models in that combat have been slain. |
Q: | If a unit charges a single-character unit and a challenge is issued, do the non-character units still get to attack the single character? |
A: | Yes. |
Q: | If a model in a challenge that isn’t Initiative 10 gets an attack at Initiative 10 (Hammer of Wrath, mandiblasters, etc.) with which it kills the opponent, what happens when it reaches its normal Initiative? |
A: | It can still attack, rolling against the Weapon Skill and Toughness of the slain opponent, and allocating the excess wounds that are caused to other opponents as described in the ‘ Combatant Slain’ rule. |
Q: | Challenges vs outside forces. When 2 units (of more than 1 model) fight, the rule is clear, however if one of the units is a single model (e.g. a character or Monstrous Creature), it isn’t. |
A: | You can only allocate Wounds to a model taking part in a challenge if there are no other enemy models you can allocate wounds to. |
Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. |
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players
roll-off and the winner decides who goes first, then alternate deploying these units.
Units that Infiltrate in this way can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw
line of sight to them. This includes in a
building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a
Dedicated Transport, the same rules apply when setting up their
Transport.
A unit that deploys using these rules cannot charge in their first turn.
Having Infiltrate also confers the
Outflank special rule to units of Infiltrators that are kept as
Reserves.
If a unit has both the
Infiltrate and
Scout special rule, that unit can
deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Q: | Does a unit that is embarked in a Scout vehicle count as having made a Scout move? |
A: | Yes. |
Q: | Are models with the Infiltrate special rule allowed to not use the rule to deploy and then charge normally in the first turn? |
A: | Yes. |
Q: | Do Scout redeployments take place before or after the player going second is given the chance to Seize the Initiative? |
A: | Before. |
Q: | Does deploying with Outflank count as moving for the purpose of shooting? |
A: | Yes. |
Some blows can slay an enemy outright, no matter how hardy he may be. |
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
This weapon has been calibrated to target incoming drop troops, teleporting assault squads and other unlooked-for enemies. |
At the end of the enemy
Movement phase, a weapon with the Interceptor special rule can be fired at any one unit that has
arrived from Reserve within its
range and
line of sight. If this rule is used, the weapon cannot be fired in the next turn, but the firing model can shoot a different weapon if it has one.
In the dark corners of the galaxy, there are creatures that heal at a terrifying speed. |
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a roll of 5+, that model regains a Wound, or Hull Point, lost earlier in the game.
Some units favour speed and agility rather than heavy armour to keep them alive on the battlefield, dodging and weaving unscathed through hails of incoming fire. |
When a unit with any models with the Jink special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any
To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4+
cover save until the start of their next
Movement phase, but they can only fire
Snap Shots until the end of their next turn.
Q: | Does a unit that is embarked on a Transport that Jinks also count as having Jinked? |
A: | No. |
Q: | Can a model Jink if it is part of a unit without that rule? |
A: | Yes. |
Q: | If my Skimmer passes its Jink cover save against a Haywire weapon, is it still affected by the Haywire special rule? |
A: | If you pass your cover save for a vehicle (whether or not that was a cover save granted by Jinking) against a weapon with the Haywire rule, the vehicle is not affected by the Haywire rule. |
The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness. |
Weapons with the Lance special rule count vehicle
Armour Values that are higher than 12 as 12.
Some weapons are lovingly maintained artefacts, crafted with a skill now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art. |
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed
roll To Hit per turn with that weapon.
Melta weapons are short-ranged heat rays whose wrath grows as they get closer to the foe. They are much prized by troops attempting to destroy enemy tanks or fortifications, for only specially formulated armour can withstand a melta weapon’s incandescent fury. |
Ranged weapons with this special rule roll an additional D6 when
rolling to penetrate a vehicle’s armour at half
range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.
If a weapon has both the
Melta and
Blast special rules, measure the distance to the centre of the blast marker after it has
scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal.
See the
Vehicles rules for more details on
armour penetration.
Some fortifications are so large and strongly built that they can withstand lengthy sieges and super-heavy weaponry. |
When a
building with this special rule suffers a
penetrating hit, there is a -1 modifier to the roll on the
Building Damage table.
Sophisticated fire-and-forget missile tracking systems allow this unit to fire its missiles with greater accuracy, enabling it to wreak destruction even at a great distance. |
A model with this special rule re-rolls failed
To Hit rolls when shooting any weapon that has the
One Use Only special rule.
If a model with this special rule is shooting a weapon that has both the
One Use Only and
Blast special rules, that shot will instead
scatter D6" rather than 2D6".
The galaxy is home to numerous species of colossal beasts, and many of the 41st Millennium’s warriors have honed their skills in order to hunt them. |
A unit that contains at least one model with this special rule re-rolls all failed
To Wound rolls against
Monstrous Creatures.
Some warriors are skilled at moving over broken and tangled terrain. |
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through
difficult terrain and is not slowed by
charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes
Dangerous Terrain tests.
Some warriors can see almost as clearly in the darkness as they can in daylight. |
A unit that contains at least one model with this special rule ignores the effects of
Night Fighting.
One Use Only/One Shot Only
Certain items can only be used once, so a general must choose wisely when to do so. |
A weapon or ability with this special rule can only be used once during the course of a battle.
The best way to surprise an enemy is to strike from an unexpected quarter. |
During
deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.
When an Outflanking unit
arrives from Reserves, but not
Ongoing Reserve, the
controlling player rolls a D6: on a 1-2, the unit comes in from the table edge to the left of their controlling player’s own table edge; on a 3-4, they come on from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other
Reserves. If such a unit deploys inside a
Dedicated Transport, they may Outflank along with their
Transport.
Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself. |
If a non-vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a
Leadership test once the firing unit has finished its shooting attacks for that phase. This is called a Pinning test.
If the unit fails the test, it is Pinned and must immediately
Go to Ground. As the unit has already taken its saves, Going to Ground does not protect it against the fire of the Pinning weapon that caused the test – it’s too late!
As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already Gone to Ground, no further Pinning tests are taken.
If the special rules of a unit specify that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.
There are many virulent and lethal poisons in the dark future. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat weapon-blades or bullets, or are secreted by alien monstrosities – all are lethal. |
If a model has the Poisoned special rule, or is attacking with a
Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls
To Wound in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).
Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against
vehicles.
Power of the Machine Spirit
The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy. |
In a turn in which the
vehicle neither
moves Flat Out nor uses
smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal
rules for shooting.
Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy. |
If a model with this special rule, or attacking with a weapon with this special rule, rolls a 6
To Hit with a shooting attack, that shot is a ‘Precision Shot’.
Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in
range and
line of sight of the firer, rather than following the normal rules for
Wound allocation. A
character that has a Precision Shot Wound allocated to it can still make a
Look Out, Sir roll.
Note that
Snap Shots and shots from weapons that
scatter, or do not
roll To Hit, can never be Precision Shots.
The 41st Millennium is replete with swordsmen and blade-masters that can pick out an enemy from a crowd and land a blow on them even amidst the swirling chaos of hand-to-hand combat. |
If a model with this special rule, or attacking with a weapon with this special rule, rolls a 6
To Hit with a melee attack, that hit is a ‘Precision Strike’.
Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit you are attacking, rather than following the normal rules for
Wound allocation. If a Precision Strike Wound is allocated to a
character, they can still make their
Look Out, Sir roll.
Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease. |
This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed
To Hit and
To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
Some craft have psychic gunners, drivers or other crew who can use their mental abilities in support of their allies. |
A
vehicle with this special rule is a
Psyker. This rule is typically presented with a
Mastery Level, shown in brackets – if no Mastery Level is shown then that vehicle has a Mastery Level of 1. Rules for
generating and
manifesting psychic powers can be found in the
Psychic phase section. The unit follows all the normal rules for generating and manifesting psychic powers, with the following clarification: the vehicle is considered to have a Leadership characteristic of 10, should this be needed in order to resolve any psychic power or
Perils of the Warp.
Psykers are battlefield mystics who harness the power of the Warp. |
A model with this special rule is a Psyker. This rule is typically presented with a
Mastery Level, shown in brackets – if no Mastery Level is shown then that model has a Mastery Level of 1. Rules for
generating and
manifesting psychic powers can be found in the
Psychic phase section.
Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack his foes apart in a flurry of mindless (but eminently satisfying) carnage. |
In a turn in which a model with this special rule charges into combat, it gains +2
Attacks for charging, rather than +1. A model that has made a
disordered charge that turn receives no benefit from Rage.
For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack. |
At the start of any
Fight sub-phase, models with the Rampage special rule gain +D3 attacks if the combat they are in contains more enemy models than friendly models – count all models
locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that phase. A model that has made a
disordered charge that turn receives no benefit from Rampage.
Relentless warriors are strong of arm – nothing can slow their implacable advance. |
Relentless models can shoot with
Heavy,
Salvo or
Ordnance weapons, counting as
stationary, even if they moved in the previous
Movement phase. They are also allowed to
charge in the same turn they fire
Heavy,
Ordnance,
Rapid Fire or
Salvo weapons.
Some weapons can inflict critical strikes against which no armour can protect. |
If a model has the Rending special rule, or is attacking with a
Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each
To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a
To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.
In either case, against
vehicles, each
armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
Fortresses are constructed to allow their garrisons easy access to exit and engage enemy siege teams before they can breach their armoured walls. |
Models
disembarking from
Access Points on a
building can
charge on the turn they do so, even on a turn the building was destroyed.
Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. |
After both sides have deployed (including
Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is
Infantry,
Artillery, a
Walker or a
Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the
owning player’s deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot
charge in the first game turn. A unit cannot
embark or
disembark as part of a Scout redeployment.
If both sides have Scouts,
roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.
If a unit with this special rule is deployed inside a
Dedicated Transport, it confers the Scout special rule to the
Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the
Outflank special rule to units of Scouts that are kept as
Reserves.
If a unit has both the
Infiltrate and
Scout special rule, that unit can
deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Q: | Does a unit that is embarked in a Scout vehicle count as having made a Scout move? |
A: | Yes. |
Q: | Are models with the Infiltrate special rule allowed to not use the rule to deploy and then charge normally in the first turn? |
A: | Yes. |
Q: | Do Scout redeployments take place before or after the player going second is given the chance to Seize the Initiative? |
A: | Before. |
Q: | Does deploying with Outflank count as moving for the purpose of shooting? |
A: | Yes. |
Many fortifications possess an automated defence system, or even a limited form of machine sentience, to operate their weaponry in the absence of a garrison. |
A
building with this special rule can use
automated fire against enemy units, even if it is unoccupied. The weapons are emplaced and cannot be used as
gun emplacements – another model may not fire them. In addition, enemy units can shoot at and charge a building with this special rule, even if it is
unoccupied.
Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. |
If a model has the Shred special rule, or is attacking with a
Melee weapon that has the Shred special rule, it re-rolls failed
To Wound rolls in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed
To Wound rolls.
The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view. |
A unit that contains at least one model with this special rule counts its
cover save as being 2 points better than normal. Note that this means a model with the Shrouded special rule always has a cover save of at least 5+, even if it’s
in the open.
Cover save bonuses from the Shrouded and
Stealth special rules are cumulative (to a maximum of a 2+
cover save).
Q: | Can you clear up exactly which rules stack and how when estimating cover saves? I’m thinking about Stealth, Shrouded, bonuses from cover, units, psychic powers, Venomthropes, Jink, etc. |
A: | All of the above rules stack with each other (for example, a model with Stealth and Shrouded gains a +3 bonus to their cover saves). The same rule does not stack with itself though (for example, a model that has the Stealth special rule from two sources still only has a +1 modifier to their cover save, and a model that is Jinking and is in cover can only benefit from one of these cover saves). |
The most accomplished bikers know how to get the best performance out of their mechanical steeds. |
A unit that contains at least one model with this special rule automatically passes
Dangerous Terrain tests, and receives +1 to its
Jink cover saves (other cover saves are unaffected).
Skyfire weapons excel at shooting down enemy aircraft and skimmers. |
A model with this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at
Flyers,
Flying Monstrous Creatures and
Skimmers, but it can only fire
Snap Shots against other targets.
Many warriors are steady but sure, slow to advance but no less deadly for it. |
A unit that contains at least one model with this special rule cannot
Run,
Turbo-boost,
move Flat Out, perform
Sweeping Advances or fire
Overwatch. However, they can shoot with
Heavy,
Salvo and
Ordnance weapons, counting as
stationary even if they moved in the previous
Movement phase. They are also allowed to charge in the same turn they fire
Heavy,
Ordnance,
Rapid Fire or
Salvo weapons.
For the most fearsome of creatures, a single blow is sufficient to breach a tank’s armour or crush a living creature to bloody pulp. |
All of the close combat attacks, except
Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it’s attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll
To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its
armour penetration rolls, but must abide by the second result.
Sniper weapons are precision instruments, used to pick out a target’s weak points. |
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6
To Hit, that shot is a ‘Precision Shot’. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in
range and
line of sight of the firer, rather than following the normal rules for
Wound allocation. A
character that has a Precision Shot Wound allocated to it can still make a
Look Out, Sir roll. Note that
Snap Shots can never be Precision Shots.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a
To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2.
Against
vehicles, shooting attacks from weapons and models with the Sniper special rule count as Strength 4.
Some psychically-imbued weapons set the very soul ablaze, consuming the unfortunate victim in clouds of ethereal fire. |
If a unit suffers one or more unsaved Wounds from an attack with this special rule, it is set ablaze and continues to burn – mark it with a coin or counter as a reminder.
At the end of each turn, roll a D6 for each unit with a Soul Blaze counter on it. On a 3 or less, the flames die out and the unit is no longer ablaze – remove your reminder counter. On a 4+, the unit takes D3 Strength 4 AP5 hits with the
Ignores Cover special rule. These Wounds are
Randomly Allocated. A unit cannot have more than one Soul Blaze counter on it at a time.
The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons. |
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more
Melee weapons with the Specialist Weapon rule.
The most disciplined squads can divide their fire, taking care to place their shots where they can do the most harm. |
When a unit that contains at least one model with this special rule shoots, one model in the unit can shoot at a
different target to the rest of his unit. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to
disembark as a result of the Split Firing unit’s initial shooting attack.
Some warriors are masters of disguise and concealment, able to fade into the ruin of a battlefield until they are ready to strike. |
A unit that contains at least one model with this special rule counts its
cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is
in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (
Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.
Cover save bonuses from the
Shrouded and Stealth special rules are cumulative (to a maximum of a 2+
cover save).
Q: | Can you clear up exactly which rules stack and how when estimating cover saves? I’m thinking about Stealth, Shrouded, bonuses from cover, units, psychic powers, Venomthropes, Jink, etc. |
A: | All of the above rules stack with each other (for example, a model with Stealth and Shrouded gains a +3 bonus to their cover saves). The same rule does not stack with itself though (for example, a model that has the Stealth special rule from two sources still only has a +1 modifier to their cover save, and a model that is Jinking and is in cover can only benefit from one of these cover saves). |
This vehicle is designed as a ground attack craft, the spread and convergence distance of its weapons keyed to maximise carnage on the foes below. |
When shooting
Assault,
Heavy,
Rapid Fire or
Salvo weapons at
Artillery,
Beasts,
Bikes,
Cavalry,
Infantry,
Monstrous Creatures and
vehicles without the
Flyer or
Skimmer type, this vehicle has +1 Ballistic Skill.
A sufficiently powerful blow can knock even the mightiest warrior off his feet. |
Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more
saving throws against an attack with the Strikedown special rule moves as if it is in
difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger. |
When a unit that contains at least one model with this special rule takes
Morale checks or
Pinning tests, they ignore any negative Leadership modifiers. If a unit is both
Fearless and Stubborn, it uses the rules for Fearless instead.
Supersonic vehicles are supremely fast, even by the normal standards of aircraft, making them exceptionally mobile in battle. |
A Supersonic vehicle that
moves Flat Out must move at least 18" and can move up to 36".
These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group. |
If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds. If a model with the Swarm special rule suffers an unsaved Wound from a
Blast (any size) or
Template weapon, each unsaved Wound is multiplied to two unsaved Wounds unless that Wound has the
Instant Death special rule. However, a unit entirely composed of models with the Swarm special rule is not slowed by
difficult terrain, but must test for
Dangerous Terrain as normal.
These veterans of armoured warfare are able to identify the weak points of enemy vehicles and target their fire appropriately. |
A unit that contains at least one model with this special rule re-rolls failed
armour penetration rolls against
vehicles (both with shooting and in close combat) and can choose to re-roll
glancing hits, in an attempt to instead get a
penetrating hit – but the second result must be kept.
This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield. |
A weapon with this special rule is treated like any other
Template weapon, but when firing it in the
Shooting phase, place the template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end.
These weapons are grafted to the same targeting system for greater accuracy. |
Twin-linked weapons don’t get more shots than normal ones, but they give you a better chance of hitting with them. If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear entry as twin-linked, it re-rolls all failed
To Hit rolls.
Twin-linked Blast Weapons
If the
scatter dice does not roll a hit, you can choose to re-roll the dice with a
Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.
Twin-linked Template Weapons
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed
To Wound rolls and
armour penetration rolls.
This weapon is particularly heavy and requires both hands to wield. |
A model attacking with this weapon never receives
+1 Attack for fighting with two
Melee weapons.
This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve. |
A model attacking with this weapon
Piles In and fights at
Initiative step 1, unless it is a
Monstrous Creature or a
Walker.
Some aircraft are crafted with an eye towards manoeuvrability. They sacrifice speed in order to bring their guns to bear more effectively. |
A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move. A model that uses this extra pivot cannot move
Flat Out in the following
Shooting phase.
These winged terrors hurtle out of the storm-wracked skies, tearing their unsuspecting prey to pieces in a single, devastating swoop. |
When
Swooping or
Zooming, this model may savage its prey. At the end of the
Movement phase, nominate one enemy unit not
locked in combat that the model has moved over that turn. That unit takes 1 hit (if the unit is an enemy
Flyer in Zoom mode, or an enemy Swooping
Flying Monstrous Creature, it instead takes D3 hits). Unless stated otherwise, Vector Strike hits are resolved at the model’s unmodified Strength and AP2, using
Random Allocation. These hits have the
Ignores Cover special rule. These hits do not benefit from any of the model’s special rules, such as
Furious Charge,
Poisoned,
Rending etc. Against
vehicles, these hits are resolved against the target’s side armour.
A model that made a Vector Strike in its
Movement phase counts as having already fired one weapon in its following
Shooting phase. However, any additional weapons it fires that turn can choose a
different target to that of the Vector Strike.
Vortex weapons are some of the most destructive weapons in the galaxy. When activated, they rip a hole in the fabric of reality that destroys anything it touches. A vortex field is unstable, and will flicker into and out of existence across the battlefield, but it will annihilate anything unfortunate enough to be caught by it. |
A weapon with this special rule is a
Destroyer weapon and uses a
blast marker of some type (e.g.
blast,
large blast,
massive blast, etc). Place the appropriate marker, roll for
scatter and apply damage. For determining
Wound allocation, always assume the shot is coming from the centre of the marker, in the same manner as a
Barrage weapon.
The marker for a Vortex weapon is not removed from play after damage has been resolved. Leave it in play on the tabletop. The marker is
impassable terrain as long as it remains in play.
At the beginning of every subsequent player turn, the marker scatters 2D6" (use the little arrow if you roll a Hit!). If a double is rolled, the marker is removed from play instead. Any unit under the marker’s new location is hit. Apply damage as described above.
Zealots fight on regardless of their casualties or the terrors of war; they are driven forwards by their conviction. |
A unit containing one or more models with the Zealot special rule automatically passes
Pinning,
Fear and
Regroup tests and
Morale checks, but cannot
Go to Ground and cannot choose to fail a Morale check due to the
Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has
Gone to Ground, all the effects of Go to Ground are immediately cancelled.
In addition, units containing one or more models with the Zealot special rule re-roll all failed
To Hit rolls during the first round of each close combat – they do not get to re-roll failed To Hit rolls in subsequent rounds.
FAQ
Blast Markers & Templates
Q: | Do blast weapons, regardless of size or type, now hit all models at all height levels under the template? And if so, is intervening terrain (such as bridges or floors) ignored when determining how many hits are caused? |
A: | A blast marker or template affects all models underneath it, including those on different levels of a piece of scenery. (Designer’s Note: Earlier versions of this rule restricted the effect of blast markers and templates to models on ‘a single level’ of scenery. This created problems with scenery that didn’t have strictly definable ‘levels’ and we decided on this change for simplicity. In addition, we feel the rules now better reflect the explosions being three-dimensional (i.e. spherical and not circular) as well as better representing the deadliness of weapons such a flamers when used in confined spaces.) |
Q: | In the case of a template weapon that fires two or more times (such as the Blood Angels’ frag cannon), do they still only inflict D3 hits when firing Overwatch, or D3 hits per number of shots in the weapon profile? |
A: | Always D3 regardless of the weapon’s profile. |
Q: | Does the ability to re-roll 1s allow you to re-roll scatter dice? |
A: | No. |
Q: | Twin-linked multiple barrage units. Can the drift for every shot after the first (the shots that use the drift dice but not the 2D6) be re-rolled? |
A: | Yes. |
Q: | If a unit has multiple template weapons with different names (e.g. a flamer and a heavy flamer), are To Hit rolls made, To Wound rolls made, and Wounds resolved for each named weapon before moving on to the next named weapon? |
A: | Yes. |
Q: | Regarding Barrage weapons and vehicles – how do you determine which side is hit? |
A: | Assume the shot is coming from the centre of the blast marker and hits the nearest side. |
Destroyer Weapons
Q: | If a result of 2-5 on the Destroyer weapon attack table inflicts D3 wounds, do these carry over to the unit if they overkill the model? |
A: | No. |
Q: | If a model is hit by a Destroyer weapon and takes a Seriously Wounded result for, say, 3 Wounds, how many cover/invulnerable saves does it take? |
A: | 1. In your example, if the save roll was failed, the target model would suffer 3 Wounds. |
Feel No Pain
Q: | Can Feel No Pain be taken when a rule says no saves may be taken? |
A: | Yes. |
Q: | Does an effect which improves Feel No Pain – such as the Dark Eldar spirit probe – give Feel No Pain to a model or unit which did not previously have it? |
A: | |
Q: | Can a model’s Feel No Pain roll ever reach 1+, and if it can, is 1 still a fail? |
A: | A model’s Feel No Pain roll can never be improved beyond 2+. |
Q: | Do Feel No Pain saves stack? For example if a Painboy (5+) took a cybork body (6+), does it have a 4+ Feel No Pain save, or do you just use the best one? |
A: | Feel No Pain rolls do not stack – you just use the best one (a rule will explicitly state if it improves an existing Feel No Pain roll). |
Q: | Does a wound negated by Feel No Pain count as saved or unsaved for the purposes of wargear that has an effect if a unit suffers an unsaved wound? |
A: | It counts as saved, unless specifically stated otherwise. |
Q: | In some cases I have had vehicle units be granted Feel No Pain. How does Feel No Pain effect vehicles? |
A: | |
Graviton Weapons
Q: | How many Hull Points does a vehicle lose when you roll 2 simultaneous sixes when using Graviton weapons? |
A: | It loses 3 Hull Points. |
Q: | How do Graviton weapons work with units with mixed armour saves? |
A: | Use the armour save that is in the majority within the target unit (in the case of a tie, the player whose unit is under attack can choose which is used). |
Independent Characters
Q: | Infiltrate rules state that an Independent Character without Infiltrate cannot join a squad of Infiltrators. Does this mean a squad that is actively Infiltrating or just any unit that has the Infiltrate rule? This matters for things like Outflank (granted freely by the Infiltrate rule) and Infiltrate units that have Deep Strike. |
A: | |
Q: | Can a unit ever attack a model in a challenge? |
A: | Yes, but only after all other enemy models in that combat have been slain. |
Q: | If a unit charges a single-character unit and a challenge is issued, do the non-character units still get to attack the single character? |
A: | Yes. |
Q: | If a model in a challenge that isn’t Initiative 10 gets an attack at Initiative 10 (Hammer of Wrath, mandiblasters, etc.) with which it kills the opponent, what happens when it reaches its normal Initiative? |
A: | It can still attack, rolling against the Weapon Skill and Toughness of the slain opponent, and allocating the excess wounds that are caused to other opponents as described in the ‘ Combatant Slain’ rule. |
Q: | Challenges vs outside forces. When 2 units (of more than 1 model) fight, the rule is clear, however if one of the units is a single model (e.g. a character or Monstrous Creature), it isn’t. |
A: | You can only allocate Wounds to a model taking part in a challenge if there are no other enemy models you can allocate wounds to. |
Infiltrate & Scout
Q: | Does a unit that is embarked in a Scout vehicle count as having made a Scout move? |
A: | Yes. |
Q: | Are models with the Infiltrate special rule allowed to not use the rule to deploy and then charge normally in the first turn? |
A: | Yes. |
Q: | Do Scout redeployments take place before or after the player going second is given the chance to Seize the Initiative? |
A: | Before. |
Q: | Does deploying with Outflank count as moving for the purpose of shooting? |
A: | Yes. |
Jink
Q: | Does a unit that is embarked on a Transport that Jinks also count as having Jinked? |
A: | No. |
Q: | Can a model Jink if it is part of a unit without that rule? |
A: | Yes. |
Q: | If my Skimmer passes its Jink cover save against a Haywire weapon, is it still affected by the Haywire special rule? |
A: | If you pass your cover save for a vehicle (whether or not that was a cover save granted by Jinking) against a weapon with the Haywire rule, the vehicle is not affected by the Haywire rule. |
Skyfire & Interceptor
Special Rules
Q: | If I have both the Tank Hunters and Rending special rules, and I roll a 6 to penetrate an enemy vehicle but subsequently roll low on my additional D3 (failing to penetrate the enemy vehicle), can I choose to re-roll only the D3 or do I re-roll the original D6 and hope to get another 6? |
A: | Re-roll the original D6. |
Q: | How do special rules like Hatred, Preferred Enemy and Monster Hunter work when targeting a mixed unit that contains models your special rule effects as well as models it doesn’t? |
A: | The rules mentioned are used if any model in the target unit is of the appropriate type. |
Q: | If a Hit & Run roll would take me off the table, do I stop at the table edge? |
A: | Yes. |
Q: | The Vortex rule states that the marker for a Vortex weapon counts as impassable terrain. As such, must any miniatures that survive the hit and are still beneath the template move away? |
A: | Yes. If they cannot move away in their next Movement phase, then they are destroyed. Fortifications will not be automatically destroyed, but take damage as usual. |
Q: | What method is used to resolve potentially conflicting special rules? |
A: | The rules on Sequencing from Warhammer 40,000: The Rules cover cases where two or more rules are to be resolved at the same time and the wording is not explicit as to which rule is resolved first – the player whose turn it is chooses the order. |
Q: | When something states that it happens at the start of the game turn but both players have a rule that happens at the start of the game turn, how do you determine which rule is resolved first? |
A: | |
Q: | Does having a bonus To Wound affect Rending? |
A: | No, the automatic Wounds still only apply on the roll of a 6. |
Q: | When a model uses a rule with a wording similar to ‘count [characteristic] as’ or ‘use the [characteristic] of model X’, do we read the characteristic as if it were in the affected model’s original profile before we apply modifiers? |
A: | Yes. |
Q: | Does a rule written like the markerlight ability ‘Seeker’ – ‘resolved at Ballistic Skill 5’ – bypass the modifier system or rules that force you to fire Snap Shots? |
A: | No. |
Q: | When a model has Furious Charge as well as a power fist, does the 2x Strength modification happen before the +1 Strength modification? |
A: | Yes. |
Q: | Does a shooting attack without the Rending special rule still count as Rending when the model firing has the Rending special rule? |
A: | No. If a model has the Rending special rule only their close combat attacks benefit from this rule, not their shooting attacks. |
Stealth & Shrouded
Q: | Can you clear up exactly which rules stack and how when estimating cover saves? I’m thinking about Stealth, Shrouded, bonuses from cover, units, psychic powers, Venomthropes, Jink, etc. |
A: | All of the above rules stack with each other (for example, a model with Stealth and Shrouded gains a +3 bonus to their cover saves). The same rule does not stack with itself though (for example, a model that has the Stealth special rule from two sources still only has a +1 modifier to their cover save, and a model that is Jinking and is in cover can only benefit from one of these cover saves). |